/**************************************************************************** ** ** Copyright (C) 2011 Nokia Corporation and/or its subsidiary(-ies). ** All rights reserved. ** Contact: Nokia Corporation (qt-info@nokia.com) ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** GNU Lesser General Public License Usage ** This file may be used under the terms of the GNU Lesser General Public ** License version 2.1 as published by the Free Software Foundation and ** appearing in the file LICENSE.LGPL included in the packaging of this ** file. Please review the following information to ensure the GNU Lesser ** General Public License version 2.1 requirements will be met: ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain additional ** rights. These rights are described in the Nokia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU General ** Public License version 3.0 as published by the Free Software Foundation ** and appearing in the file LICENSE.GPL included in the packaging of this ** file. Please review the following information to ensure the GNU General ** Public License version 3.0 requirements will be met: ** http://www.gnu.org/copyleft/gpl.html. ** ** Other Usage ** Alternatively, this file may be used in accordance with the terms and ** conditions contained in a signed written agreement between you and Nokia. ** ** ** ** ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include #include "qglbezierpatches.h" #include "qglbuilder.h" #include "qglteapot.h" class tst_QGLBezierPatches : public QObject { Q_OBJECT public: tst_QGLBezierPatches() {} ~tst_QGLBezierPatches() {} private slots: void defaultValue(); void modify(); void teapot(); void build(); void transform(); }; void tst_QGLBezierPatches::defaultValue() { QGLBezierPatches patches; QVERIFY(patches.positions().isEmpty()); QVERIFY(patches.textureCoords().isEmpty()); QCOMPARE(patches.subdivisionDepth(), 4); } void tst_QGLBezierPatches::modify() { QVector3DArray positions; for (int index = 0; index < 32; ++index) positions.append(index, index + 1, index + 2); QVector2DArray texCoords; texCoords.append(0.0f, 0.5f); texCoords.append(0.5f, 1.0f); texCoords.append(0.5f, 0.0f); texCoords.append(1.0f, 0.5f); QGLBezierPatches patches; patches.setPositions(positions); patches.setTextureCoords(texCoords); patches.setSubdivisionDepth(23); QCOMPARE(patches.positions().size(), positions.size()); QVERIFY(patches.positions() == positions); QCOMPARE(patches.textureCoords().size(), texCoords.size()); QVERIFY(patches.textureCoords() == texCoords); QCOMPARE(patches.subdivisionDepth(), 23); QGLBezierPatches patches2(patches); QCOMPARE(patches2.positions().size(), positions.size()); QVERIFY(patches2.positions() == positions); QCOMPARE(patches2.textureCoords().size(), texCoords.size()); QVERIFY(patches2.textureCoords() == texCoords); QCOMPARE(patches2.subdivisionDepth(), 23); patches2.setPositions(QVector3DArray()); patches2.setTextureCoords(QVector2DArray()); patches2.setSubdivisionDepth(18); QCOMPARE(patches.positions().size(), positions.size()); QVERIFY(patches.positions() == positions); QCOMPARE(patches.textureCoords().size(), texCoords.size()); QVERIFY(patches.textureCoords() == texCoords); QCOMPARE(patches.subdivisionDepth(), 23); QVERIFY(patches2.positions().isEmpty()); QVERIFY(patches2.textureCoords().isEmpty()); QCOMPARE(patches2.subdivisionDepth(), 18); QGLBezierPatches patches3; patches3 = patches; QCOMPARE(patches3.positions().size(), positions.size()); QVERIFY(patches3.positions() == positions); QCOMPARE(patches3.textureCoords().size(), texCoords.size()); QVERIFY(patches3.textureCoords() == texCoords); QCOMPARE(patches3.subdivisionDepth(), 23); patches3.setPositions(QVector3DArray()); patches3.setTextureCoords(QVector2DArray()); patches3.setSubdivisionDepth(18); QCOMPARE(patches.positions().size(), positions.size()); QVERIFY(patches.positions() == positions); QCOMPARE(patches.textureCoords().size(), texCoords.size()); QVERIFY(patches.textureCoords() == texCoords); QCOMPARE(patches.subdivisionDepth(), 23); QVERIFY(patches3.positions().isEmpty()); QVERIFY(patches3.textureCoords().isEmpty()); QCOMPARE(patches3.subdivisionDepth(), 18); patches = QGLBezierPatches(); QVERIFY(patches.positions().isEmpty()); QVERIFY(patches.textureCoords().isEmpty()); QCOMPARE(patches.subdivisionDepth(), 4); } void tst_QGLBezierPatches::teapot() { // Verify that patch data is added by QGLTeapot's constructor, // but not what that patch data is. QGLTeapot teapot; QCOMPARE(teapot.positions().size(), 32 * 16); QCOMPARE(teapot.textureCoords().size(), 0); QCOMPARE(teapot.subdivisionDepth(), 4); } void tst_QGLBezierPatches::build() { // Call the build routines with different options. It isn't really // easy to determine if the correct triangles were generated. Leave // that up to visual acceptance tests. QGLBuilder builder; QGLTeapot teapot1; builder << teapot1; QGLTeapot teapot2; QVector2DArray texCoords; for (int index = 0; index < 32; ++index) { texCoords.append(0.0f, 0.5f); texCoords.append(0.5f, 1.0f); } teapot2.setTextureCoords(texCoords); builder << teapot2; delete builder.finalizedSceneNode(); } void tst_QGLBezierPatches::transform() { QVector3DArray positions; for (int index = 0; index < 32; ++index) positions.append(index, index + 1, index + 2); QMatrix4x4 m; m.translate(-1.0f, 2.5f, 5.0f); m.rotate(45.0f, 1.0f, 1.0f, 1.0f); m.scale(23.5f); QVector3DArray positions2 = positions.transformed(m); QVector2DArray texCoords; texCoords.append(0.0f, 0.5f); texCoords.append(0.5f, 1.0f); texCoords.append(0.5f, 0.0f); texCoords.append(1.0f, 0.5f); QGLBezierPatches patches; patches.setPositions(positions); patches.setTextureCoords(texCoords); patches.setSubdivisionDepth(18); QGLBezierPatches patches2(patches); patches2.transform(m); QVERIFY(patches2.positions() == positions2); QVERIFY(patches2.textureCoords() == texCoords); QCOMPARE(patches2.subdivisionDepth(), 18); QGLBezierPatches patches3 = patches.transformed(m); QVERIFY(patches3.positions() == positions2); QVERIFY(patches3.textureCoords() == texCoords); QCOMPARE(patches3.subdivisionDepth(), 18); } QTEST_APPLESS_MAIN(tst_QGLBezierPatches) #include "tst_qglbezierpatches.moc"